Shader 簡單流水效果
阿新 • • 發佈:2019-01-28
剛剛開始學習shader,照葫蘆畫瓢的完成第一個shader 先貼出來 小記
Shader "Custom/guandong" { Properties{ _MainTint("Diffuse Tint", Color) = (1,1,1,1) _MainTex("Base (RGB)", 2D) = "white" {} _ScrollXspeed("xspeed",Range(0,10)) = 2 _ScrollYspeed("yspeed",Range(0,10)) = 2 } SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 CGPROGRAM // Physically based Standard lighting model, and enable shadows on all light types #pragma surface surf Standard fullforwardshadows // Use shader model 3.0 target, to get nicer looking lighting #pragma target 3.0 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; fixed4 _MainTint; fixed _ScrollXspeed; fixed _ScrollYspeed; void surf(Input IN, inout SurfaceOutputStandard o) { fixed2 scrollUV = IN.uv_MainTex; fixed xSrollValue = _ScrollXspeed*_Time; fixed yScollValue = _ScrollYspeed*_Time; scrollUV += fixed2(xSrollValue, yScollValue); half4 c = tex2D(_MainTex, scrollUV); half _Glossiness; half _Metallic; o.Albedo = c.rgb* _MainTint; o.Alpha = c.a; } ENDCG } FallBack "Diffuse" }